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View Full Version : The Evil Editor has hit again


jlbetin
12 Nov 06, 19:20
I tried to launch the Tournament round 2, and there was lot of errors I was sure they were there not before.

And Nemo told me that clicking inside an event frame was inserting an event. This hidden feature is fun when you know it, It creates me a lot of troubles

Is there others hidden features that you know about the Evil Editor ?

Is it possible to delete an inserted event ?

Regards

Der WanderDeseperate

RhinoBones
12 Nov 06, 21:29
Is it possible to delete an inserted event ?


Unfortunately, no. The inserted event cannot be deleted.

This has been noted before and is listed on the TOAW III "wish list".

Regards, RhinoBones

sstevens06
13 Nov 06, 21:41
Unfortunately, no. The inserted event cannot be deleted.

This has been noted before and is listed on the TOAW III "wish list".

Regards, RhinoBones


I was not aware of this bug. Do you mean to say that an event created with the 'copy' operation cannot be deleted?

Silvanski
14 Nov 06, 02:31
The only thing you can do is setting it to "No Event" but you waisted an event slot...

Ben Turner
14 Nov 06, 08:21
I was not aware of this bug. Do you mean to say that an event created with the 'copy' operation cannot be deleted?

The point is that if you copy an event in the middle of the list, you'll screw up the numbering and the wrong events will get triggered. This can't be undone at the press of a button.

Of course, people are really barking up the wrong tree here. What we need isn't a means of removing the inserted event, rather the function needs to be fixed so that this isn't a problem; all event numbers being automatically updated.

nemo
14 Nov 06, 08:26
Note that this has been corrected in TOAW III.

jlbetin
14 Nov 06, 09:11
The point is that if you copy an event in the middle of the list, you'll screw up the numbering and the wrong events will get triggered. This can't be undone at the press of a button.

Of course, people are really barking up the wrong tree here. What we need isn't a means of removing the inserted event, rather the function needs to be fixed so that this isn't a problem; all event numbers being automatically updated.

What would be great is to have either an undo button or a message box to confirm the insertion

Der WanderGUIAnalyst

Bob Cross
14 Nov 06, 12:04
What would be great is to have either an undo button or a message box to confirm the insertion

Der WanderGUIAnalyst

The latter is what Rhinobones has suggested and would be the best. The undo button would require you to actually notice the insertion as it happens - that's rarely the case.

RhinoBones
14 Nov 06, 16:43
Note that this has been corrected in TOAW III.

It has??? I'll have to leave work early and give this a test.

If it was corrected as you say, I certainly don't remember seeing it mentioned in the"What's New" document. This would have been big news to all designers.

Or . . . did you just let out a fix that will be in the next patch?

Regards, RhinoBones

nemo
14 Nov 06, 17:03
I happened to be testing it during lunch break at work, with the regular TOAW III executable, patched up to 3.0.0.17.

Inserting an event in the event structure correctly updates target events for those events that activate another one. Image 1 is taken before inserting the event, image 2 right after. The target event has been updated from #103 to #104.

It's in the What's New pdf file at any rate: :smoke:
40. Inserting an event, should no longer screw up those in the list below it.

JAMiAM
14 Nov 06, 17:18
However...if your event structure is all spaghetti'd and you're triggering events <n, with events at > n+2, I believe that inserting an event at n+1 still screws up things. I'd have to double check, and test, to be sure though...

RhinoBones
14 Nov 06, 21:12
Note that this has been corrected in TOAW III.

Just did a quick test and it does appear to work. Outstanding.

In a related edit, some time ago I did happen to discover that if you trim a map (or add hexes) on either the top or left side, the editor will recalculate any X,Y coordinates that you have in the event list. Worked in ACOW and I presume it still works in TOAW III.

Regards, RhinoBones